Merge pull request #2531 from assimp/fbx_multimatmesh_with_blendshapes

closes https://github.com/assimp/assimp/issues/2368: just fix it
pull/2532/head^2
Kim Kulling 2019-07-03 18:27:53 +02:00 committed by GitHub
commit 6beed14e35
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1 changed files with 35 additions and 1 deletions

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@ -1255,7 +1255,7 @@ namespace Assimp {
// mapping from output indices to DOM indexing, needed to resolve weights // mapping from output indices to DOM indexing, needed to resolve weights
std::vector<unsigned int> reverseMapping; std::vector<unsigned int> reverseMapping;
std::map<unsigned int, unsigned int> translateIndexMap;
if (process_weights) { if (process_weights) {
reverseMapping.resize(count_vertices); reverseMapping.resize(count_vertices);
} }
@ -1363,6 +1363,7 @@ namespace Assimp {
if (reverseMapping.size()) { if (reverseMapping.size()) {
reverseMapping[cursor] = in_cursor; reverseMapping[cursor] = in_cursor;
translateIndexMap[in_cursor] = cursor;
} }
out_mesh->mVertices[cursor] = vertices[in_cursor]; out_mesh->mVertices[cursor] = vertices[in_cursor];
@ -1394,6 +1395,39 @@ namespace Assimp {
ConvertWeights(out_mesh, model, mesh, node_global_transform, index, &reverseMapping); ConvertWeights(out_mesh, model, mesh, node_global_transform, index, &reverseMapping);
} }
std::vector<aiAnimMesh*> animMeshes;
for (const BlendShape* blendShape : mesh.GetBlendShapes()) {
for (const BlendShapeChannel* blendShapeChannel : blendShape->BlendShapeChannels()) {
const std::vector<const ShapeGeometry*>& shapeGeometries = blendShapeChannel->GetShapeGeometries();
for (size_t i = 0; i < shapeGeometries.size(); i++) {
aiAnimMesh* animMesh = aiCreateAnimMesh(out_mesh);
const ShapeGeometry* shapeGeometry = shapeGeometries.at(i);
const std::vector<aiVector3D>& vertices = shapeGeometry->GetVertices();
const std::vector<aiVector3D>& normals = shapeGeometry->GetNormals();
const std::vector<unsigned int>& indices = shapeGeometry->GetIndices();
animMesh->mName.Set(FixAnimMeshName(shapeGeometry->Name()));
for (size_t j = 0; j < indices.size(); j++) {
unsigned int index = indices.at(j);
aiVector3D vertex = vertices.at(j);
aiVector3D normal = normals.at(j);
unsigned int count = 0;
const unsigned int* outIndices = mesh.ToOutputVertexIndex(index, count);
for (unsigned int k = 0; k < count; k++) {
unsigned int index = translateIndexMap[outIndices[k]];
animMesh->mVertices[index] += vertex;
if (animMesh->mNormals != nullptr) {
animMesh->mNormals[index] += normal;
animMesh->mNormals[index].NormalizeSafe();
}
}
}
animMesh->mWeight = shapeGeometries.size() > 1 ? blendShapeChannel->DeformPercent() / 100.0f : 1.0f;
animMeshes.push_back(animMesh);
}
}
}
return static_cast<unsigned int>(meshes.size() - 1); return static_cast<unsigned int>(meshes.size() - 1);
} }